[Bf-committers] Leap Motion Integration

Hugo Lamarche lamarchehugo at gmail.com
Fri Aug 9 15:07:36 CEST 2013


Hi Ton,

Thank you for your welcome,

First just wanna clarify a little thing :

I am not from Leap Motion and actually I would like to ... ;-).

Then I am not realy confortable with license consideration but what I can
tell you is there is actually a python wrapper inside the Leap Motion SDK
for python 2.7.0 but they explain with this tutorial how to make it for
python 3.3.0. So if Blender use this kind of wrapper is there some problem
with the license problem ?

Or maybe we could factorize the connection to the Leap Controller with
the 3DConnexxion
?

For the support of blender, I think it could be interesting to use the leap
motion for different purpose :

- As a Constraint for animation record for exemple : like a follow path we
could have a follow hand.
- For sculpting / making pottery.
- As a 3d manipulator to quickly change object position / orientation /
scale
- And into the bge to get informations about hands / fingers as a python
module or / and sensors

Best

Hugo Lamarche





2013/8/9 Ton Roosendaal <ton at blender.org>

> Hi Hugo,
>
> You're welcome! Also a thanks to your company seeding a dozen devices to
> people here :)
>
> I think we have two main topics to sort out with integration.
>
> The first is to solve the integration in a license compatible way. I hope
> people here on the list who have the device & SDK can investigate or report
> on that well.
>
> BTW: We solved this issue before with 3DConnexxion, by making an open
> source library (GPL complaint) where Blender talks to via generic interface
> for devices. This library then handles driver connections itself, based on
> the system install.
>
> An initial mail on that work you can find here:
> http://lists.blender.org/pipermail/bf-committers/2007-May/018398.html
>
> Handling support via Python is possible too, but I think we'd prefer to
> have events come in via our standard low level GHOST library (the utility
> for OS specific code, windowing and event handling).
>
> Second then is to define support inside of Blender for it. My own
> impression is to first do this for the GE and player though. Whether or how
> it can play a role in 3D modeling is still to be investigated.
>
> Laters,
>
> -Ton-
>
> --------------------------------------------------------
> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> On 9 Aug, 2013, at 14:21, Hugo Lamarche wrote:
>
> > Hi Everyone !,
> >
> > My name is Hugo Lamarche, I'm a Leap Developer and a big fan of Blender
> :).
> >
> > I have already done a small Leap Motion integration to Blender Game using
> > the Python api and more recently I've made a small test addon that
> control
> > the position of object according to their name with the hands.
> >
> > Here is a video of the bge integration (a little bit old actually):
> >
> > https://www.youtube.com/watch?v=9pFpayaR6TU
> >
> > I've also use blender to make my intro too for the game that I develop
> with
> > Unreal Development Kit (Debris) :
> > https://www.youtube.com/watch?v=g9K4Ruxa4yA
> >
> > Its would be a pleasure for me to help you guys to integrate the Leap
> > Motion Controller to Blender.
> >
> > Please tell me how your feelings about this integration. Do you think its
> > just need to be a python addon, or directly in the C++ code ? What would
> be
> > the first step ?
> >
> > Regards
> >
> > Hugo
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
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